12 Fun Jump Rope Games for Kids - BuyJumpRopes.net 12 Fun Jump Rope Games for Kids Weekly Deal We are clearing overstock on the following item. Use code ULTRA-CLEARANCE at checkout for 50% off. Popular Articles 12 Fun Jump Rope Games for Kids Posted by Matt Hopkins on September 20, 2016 1. Jump Rope Math Best Group Size: 1 to 6 kids Ropes Needed: This can be done either with a regular jump rope for one or two kids, or use a longer double dutch jump rope to involve more children. Instructions: VARIATION #1 - Give a math equation to solve, like 2 + 5. The jumper repeats the math equation and then jumps the answer (in this case, they would jump 7 times). Use more complicated equations to practice math and jumping skills. VARIATION #2 - This variation involves three or more kids using a long double dutch rope. On each end of the rope is a "turner," and in the middle is the "jumper." The two turners each yell out a number.

The jumper combines the numbers (either multiplies, adds or subtracts depending on the rules you decide to use) and jumps the answer. Turn this game into a competition with multiple kids by making it an "elimination" game. For example, if you have six kids, two are turners and four are jumpers. The jumpers form a line and take turns jumping. If someone jumps the wrong number, or makes a mistake while jumping, they are eliminated. The last jumper remaining is the winner. 2. Relay Race Ropes Needed: One single beaded or licorice rope per team Instructions: Setup on a basketball court. Each team needs a jump rope. The first "player" on each team races down the court and back while jumping. Then the next player take the jump rope and does the same thing until all of the players on the team have gone. Whichever team finishes first wins! 3. "Cat and Mouse" Best Group Size: 4 per group, with as many groups as you need (say for a PE class) Ropes Needed: One long double dutch jump rope per group Instructions: Children get into groups of four with one long rope for each group.

Two children turn the long double dutch rope and two play the game. This is a "chasing" game that is the jump rope version of tag. One player is the "cat", and the other is the "mouse." Pick a number of jumps each player must complete. A good number to start with is three. The "turners" start spinning the jump rope. The mouse enters the spinning jump rope from one side, completes the three jumps, and exits on the other side. As soon as the mouse leaves the jump rope the "cat" enters the jump rope and does the three jumps. While the "cat" is jumping the "mouse" runs around one of the turners to the side where both jumpers originally entered the spinning rope. As soon as the "cat" completes the 3 jumps the "mouse" can re-enter the jump rope, and the cat runs around the turners trying to "catch" the mouse before he/she re-enters the jump rope. The goal of the game is for the "cat" to catch the "mouse" by tagging the mouse. The cat can also "catch" the mouse if the mouse makes a mistake while jumping. The cat has to tag the mouse outside of the jump rope.

This usually occurs while the "mouse" is waiting to enter the jump rope. Note: When the game is in full flow, the cat and mouse should be running in a figure 8 around the turners. 4. Jump Rope Water Splash Best Group Size: 5 or more Ropes Needed: One long double dutch jump rope Instructions: Each child is given a plastic cup full of water. One at a time the children jump into the spinning jump rope, trying not to spill any of their water. The first time they each jump three times and then jump out. See who has the most water left in their cup. If everyone has lots of water left in their cup, go another round but jumping five times. Whoever has the most water at the end of the round wins. This is a great game to play outside on a hot day! 5. Catch Me Ropes Needed: One long double dutch jump rope per group Instructions: Start with groups of three with one long double dutch rope for each group. Two children turn the rope as one child jumps inside. The idea of the game is to have the jumper jump anywhere he or she wishes, and the turners must follow to keep the jumper inside the rope.

If the jumper can continue to jump, the turners are doing a great job of keeping their eyes on the jumper, and making sure the rope goes around them. This game develops concentration, endurance and turning skills for the turners and endurance and agility for the jumper. They love challenging one another! 6. Action Jumping Ropes Needed: One long double dutch jump rope Instructions: Two people turn a long rope and one person jumps in. The turners call out actions (like "touch your nose" or "jump on one leg") for the jumper to complete while jumping. They keep shouting out actions until the jumper makes a mistake. Then the person who called out the action gets to be the next jumper. 7. Follow Me Ropes Needed: One long double dutch jump rope Instructions: You need one long rope and a group of children. Set up with two turners, one at each end of the rope. Jumpers form one line to enter the rope near one of the turners. The first jumper enters the rope, jumps once and exits on the diagonal going around the turner to form a new line next to the turner on the opposite side.

As the first jumper is exiting the rope, the next jumper in line must enter and jump the rope once in a follow the leader fashion, taking his or her place behind the first jumper in the new line that is forming. This continues until all the jumpers are in the new line. As the last jumper is exiting the rope, the “leader” must enter the rope and repeat the process making a figure eight. This is an elimination game. The idea of the game is to follow the leader without missing. If a jumper misses or clips the rope while jumping or entering the rope, they are eliminated. See who can last the longest! As the line gets shorter and shorter, the jumping gets faster and faster. The last three jumping are the winners. Key point: Remember, one person jumps in and one person jumps out with every turn of the rope. This is a really quick, fun game, with kids entering and exiting the rope at all times. 8. Partner Jumping double Dutch | game | Britannica.com Double Dutch chess Double Dutch, children’s game in which the player must time jumps between two jump ropes twirling in opposite directions.

In the 1930s, during the Depression era, children often jumped rope because the game required only a used clothesline to be played. By the late 1950s, however, a number of municipal and societal factors—such as the desire to keep children from playing in city streets and the availability of other games for children in upwardly mobile families—had decreased its popularity. However, jumping rope and double Dutch experienced a renaissance in the late 20th century, to the point that rope jumping became a competitive sport, with various double Dutch rope skipping leagues coming into existence around the world and tournaments being held throughout the year. At least three children are needed to play double Dutch. Two children hold the ends of two ropes and turn them simultaneously in opposite directions while one or two jumpers, situated between the two ropes, jump over them as they turn. The activity is often accompanied by a chant or rhyme that gives the game additional structure. In some forms of the game, the jumper loses a turn if the rope catches the jumper’s feet. If the ropes are still turning at the conclusion of a given rhyme or a set number of rotations, the jumper jumps out and the next player jumps in and begins jumping.

Experienced jumpers can make the game more challenging by hopping on one foot, bouncing a ball, picking up and putting down a stone in between jumps, or jumping high enough for the rope to pass twice before they land. The game of double Dutch requires skill, agility, and strength, and it encourages creativity, teamwork, and sportsmanship. Learn More in these related articles: 30 Classic Games for Simple Outdoor Play | WIRED 30 Classic Games for Simple Outdoor Play subscribe 6 months for $5 - plus a FREE Portable Phone Charger. On Twitter 8 hours A comedy about the apocalypse—penned by @neilhimself —is slated for 2018. So there's that to look forward to at least bit.ly/2jcWNvp Author: Jenny Williams. Jenny Williams Date of Publication: 03.29.13. Time of Publication: 7:00 am. 7:00 am 30 Classic Games for Simple Outdoor Play When I was a kid, we played outside with the other kids in the neighborhood with most of our free time. We also made the most of recess at school. We kept ourselves quite occupied without any of today’s modern technologies.

Listed below are some no-tech games that you may have enjoyed as a kid. I sure did. Some can be done indoors. Some can be done by yourself or with just one friend. But most of them are best when done outside with a group of people. Also, most of these games can be changed or improved by making up your own rules. Use your imagination! This article has been reproduced in a new format and may be missing content or contain faulty links. Contact wiredlabs@wired.com to report an issue. Hide and Seek: Everyone has played this one. Most parents have played with their kids, since hiding and finding is a common interest of small children. I’ve heard of all kinds of variations on this game. Sometimes you count to twenty, sometimes ten, sometimes one hundred. Sometimes there is a home base that you can run to and tag, becoming “safe,” sometimes you just wait to be found. The general idea is that one person is “it,” that person closes his or her eyes and counts to a certain number without looking and then he or she tries to find the others. Number of Players: Ideally at least three. Equipment: None. Kick the Can: This game is a variation of tag and hide & seek.

One person or a team of people are designated as “it” and a can is placed in the middle of the playing area. The other people run off and hide while the “it” covers his or her eyes and counts to a certain number. “It” then tries to find everyone. If a person is tagged by “it”, they go into a holding pen for captured players. If one of the un-captured players manages to kick the can, the captured players are released. The game is over once all the non-“it” players are in the holding pen. Number of Players: Ideally at least three. Equipment: A metal can. Capture the Flag: This game is most fun when played with a large group. Split the group into two teams, each team having a flag or other marker at the team’s base. The object of the game is to run into the other team’s territory, capture their flag and make it safely back to your own territory. You can tag “enemy” players in your territory, sending them to your jail. They can be sprung from jail by a member of their own team running into your territory, tagging them and running back, with one freed person allowed per jail break.

It is sometimes played that all the people in jail could hold hands and make a chain back toward their own territory, making it easier for members of their team to tag them. We also played a similar game called Steal the Sticks. It had almost the same rules, but several sticks were used instead of one flag. Number of Players: A large group. Equipment: Two flags or other markers. Parachute: Fun for kids of all ages, this game involves a large round parachute, preferably with handles, with people holding the parachute all around the edges. It helps if someone is in charge telling people what to do. Players can just ruffle the parachute up and down a little bit, they can go all the way up and all the way down, or all the way up and then run underneath, sitting on the edge of the parachute, which can create a bubble of air with everyone inside. Players can also place light objects such as wiffle balls or beanbags on top of the parachute, and make them jump by ruffling the parachute. Also, one person can sit in the middle of the parachute and everyone ruffles it near the ground.

If there is a smooth floor and a light child, the child can sit in the middle on top of the parachute and everyone else can walk partway around still holding the parachute edge. Then everyone pulls backward, spinning the child. There are countless variations. Number of Players: Depends on the size of the parachute, but usually eight to ten. Equipment: A play parachute. These aren’t as hard to find as you would think. Try here and here . Traffic Cop: This game works best on a street with little to no traffic, or in a large paved area of some kind. You need bikes, wagons, pedestrians, scooters or whatever is available. One person directs traffic to make sure kids don’t run into each other. It is more fun than it sounds, and helps kids learn about waiting to cross the street and about traffic safety. Number of Players: A small group. Equipment: Bikes, wagons, scooters, anything on wheels. Four Square: This ball game is played on a square court further divided into four smaller squares, numbered one through four. One player stands in each of the squares, with the highest ranked player in number one, lowest in number four.

You bounce the ball among the players, bouncing once in the other person’s square before that person catches it. When I played this as a kid, we had countless additional rules to choose from. The person in square one got to choose the rules. Anyone who violates the rules will have to move down in the ranking, or be eliminated with another player rotating in to square four. Number of Players: Four, unless you take turns. Equipment: A four square court or sidewalk chalk, a playground ball. Image credit: Wikipedia Hopscotch: Use some sidewalk chalk and make a hopscotch grid. Number the squares from one to nine. Pick a rock that is good for tossing. Small ones can bounce too much, and larger ones are hard to throw. Start by tossing the rock onto Square 1. Hop over the rock and hop with a single foot or both feet (to follow the hopscotch pattern) all the way to the end. Turn around and come back, stopping on Square 2. Balancing on one foot, pick up the rock in Square 1 and hop over Square 1 to the start. Continue this pattern with Square 2. And so on. If you toss your rock and miss the correct square, your turn is over.

This game can be played with any number of people, but only one person can go at a time. If it’s raining or dark or too cold, you can get indoor hopscotch mats or foam pieces, or just find a pattern on the floor to follow, perhaps using a beanbag instead of a rock. Number of Players: One at a time. Equipment: Hopscotch grid, rock or beanbag. Jump-Rope and Double Dutch: One of the biggest ways I spent my recess time as a young girl was jumping rope. I got quite good at it for my age, both in speed and in skill. It was fun to jump by myself, but it was even more fun to have a long rope and jump with a couple of friends. That’s where jump-rope rhymes come in. They turn a simple exercise into a fun game, to compete against yourself and others. Then there’s double dutch. I was always in awe of the older girls who could do double dutch. The first time I tried it, I got tripped up almost immediately. However, once you understand how to do it, it isn’t as hard as it looks.

Number of Players: One for single jumping, three with a longer rope or for double dutch. Equipment: One or two jump-ropes. Chinese Jump-Rope: This game requires three people, or just one or two people with really good chairs. It is easily done inside, assuming a sturdy floor. This game resembles regular jump rope in that you jump. A lot. But you jump in a pattern. Two people (or chairs) put their feet inside the rope and stretch them out, standing far enough apart for the third person to jump between them. The third person, or jumper, faces one of the people holding the rope and jumps in a pattern of left, right, inside, outside and on the ropes. What pattern you use is up to you, but all the players should use the same one. The game is started with the rope around the ankles. Once the jumper does the jump correctly, the rope is moved up to the calves. Then to the knees, then the thighs. Usually it doesn’t get any farther than that. Once you miss, it is someone else’s turn. Number of Players: Preferably three, but it can be done with one or two.

Equipment: A stretchy-type rope or 5 to 6 meters of rubber bands tied together in a circle. Jacks: This game can be played on any flat surface, indoors or out. The player scatters the jacks on the playing surface, often by just tossing them out of one hand, as if rolling dice. The ball is then tossed up, is allowed to bounce once, and is caught before the second bounce. The player tries to scoop up jacks and catch the ball with one hand before the ball’s second bounce. The number of jacks to be picked up goes in order. First you pick up one (“onesies”), then two (“twosies”), then three and so on. There are many variations to the rules of this game including things like “pigs in the pen” and “double bounces.” Jacks is one game I wish I had played as a girl, but it was much more common when my mom was a child. Number of Players: Any, taking turns. Equipment: A set of jacks and a small rubber ball.

Marbles: The general rules specify that you draw a circle in the sand or on the sidewalk, and then take turns trying to knock each other’s marbles out of the circle with your one large marble. As with the other games, there are countless variations. I haven’t played this game at length, though, because I always seem to hurt myself flicking the large marble into the ring! You can also use a marble mat which contains different point zones. Number of Players: At least two. Equipment: Chalk, large and small marbles . Red Light, Green Light: With enough room, this game can easily be played inside. One person is the traffic light at one end, and the other players are at the other end. When the traffic light faces the group, he or she says, “Red light!” and everyone must freeze. The traffic light then turns his or her back and says, “Green light!” while the group tries to get as close to the traffic light as possible. The traffic light turns around quickly, again saying, “Red light!”, and if anyone is spotted moving, they have to go back to the starting place. The first person to tag the traffic light wins and gets to be the next traffic light.

Number of Players: A small group. Equipment: None. Mother, May I: This game is set up in the same way as Red Light Green Light. One person in the group asks the person in the front, “Mother, may I take <insert number> steps forward?” The person at the front then says, “Yes, you may.” or “No, you may not.” You can vary your requests by including options such as taking baby steps, spinning steps, leaps or whatever strikes your fancy. Again, the first person to tag the person in the front wins and is the next person in the front. Number of Players: A small group. Equipment: None. Simon Says: This game can be played anywhere, even in a car or other small space. One person is Simon and starts by saying, “Simon says, ‘<insert action here>.'” Everyone must then do the action. However, if Simon makes an action request without saying, “Simon says” to begin the request, anyone who does that action is out. The last person still playing in the end will be Simon for the next round. Number of Players: A small group. Equipment: None.

Tag: It seems that everyone knows how to play tag, but just in case it wasn’t in your childhood game playing repertoire, here is how you play. A group of kids decides who will start out as being “it.” That person chases the other people around, trying to tag one of them with their hand. The newly tagged person is now “it.” There is often the rule of “no tag-backs” where you can’t tag the person who just tagged you. The game ends when everyone is tired of playing. Number of Players: Any size group. Equipment: None. Shadow Tag: In this fun version of Tag, you tag each other’s shadow with your feet instead of tagging their body. Thus, it must be played on a sunny day. The closer to noon, the greater the difficulty. Number of Players: A small group. Equipment: None. Freeze Tag: This is a variation of Tag where if the person who is “it” tags you, you have to freeze where you are. Another participant can tag you to unfreeze you. Number of Players: A small group. Equipment: None. TV Tag: A variation of Freeze Tag where the person unfreezing the frozen player has to call out a TV show title.

That show then can’t be used again during that game. Number of Players: A small group. Equipment: None. Marco Polo: This variation of tag is played in a swimming pool. Whoever is “it” closes their eyes and yells “Marco!” The other players then yell “Polo!” The “it” person has to tag one of the others, and then that person is “it.” Be sure to play in a pool that is not too deep for any of the players. Number of Players: A small group. Equipment: A swimming pool. Blind Man’s Bluff: A favorite game in Tudor and Victorian England, this game is yet another variation on tag. The person who is “it” wears a blindfold and tries to tag the other players. Be sure to play this in an area safe from obstructions and other hazards. Number of Players: A small group. Equipment: A blindfold. Red Rover: Divide everyone into two teams, each forming a long line, holding hands, facing the other team. The two teams should be around 20 or so feet apart.

The teams take turn calling out, “Red Rover, Red Rover, let <insert child’s name> come over!” That child leaves their team’s line, runs as fast as they can toward the other line and tries to break through the held hands. If they break through, they get to take someone back to their team. If they don’t, they join the new team. When a team only has one person left, that person tries to break through the other team. If they do not, then their team loses. If they do, they gain a player and play continues. Number of Players: Any decent size group. Equipment: None. Heads Up, Seven Up: Dating back to at least the 1950s, this game is one we played in elementary school. In my experience, it was usually done in the classroom with everyone at their desk. To start the game, seven players go to the front and the teacher says, “Heads down, thumbs up!” Everyone still at their desk puts their head down, extends an arm and stucks their thumb up. The seven kids that were at the front go around and each press one person’s thumb down.

Then they all go back to the front of the room and the teacher says, “Heads up, seven up!” The players at the desks raise their heads and the seven whose thumbs were pressed down stand up. Each in turn names the person they think pressed down their thumb. If they are correct, they change places with the presser. Then the game can start again. Number of Players: Minimum of 14. Equipment: Desks at which to sit. Spud: This outdoor game is a lot of fun. Every player gets a number and crowds around the person who is “it” for that round. “It” then tosses the ball straight up and the other players run away. As the ball reaches the top of its toss, “it” calls out the number of one of the other players and then runs away also. The player whose number was called must run back and catch the ball (or chase after it if it is bouncing around). Once that person has the ball, they yell, “Spud!” Then everyone else must freeze. The person with the ball must try to hit one of the players with the ball.

If they do, that new person gets a letter (first S, then P, then U, then D) and is now “it.” If they miss, the person who threw the ball is “it” for the next round. Number of Players: A small group. Equipment: Playground ball. Button, Button, Who’s Got the Button?: Played inside or outside, the group sits or stands in a circle and holds their hands together in front of them. One person takes the button and goes around the circle, pretending to put the button in someone else’s hands. They actually deposit the button in one person’s hands, but then continue the rest of the way around the circle, pretending to put it in everyone else’s hands. Then going around the circle, each player tries to guess who has the button now. Before each person’s guess, the group asks together, “Button, button, who’s got the button?” Then the player can state their guess. Once the player with the button is finally guessed, that person distributes the button during the next round. Because a button is used in this game, be sure that all the kids playing are old enough so as to not choke on the button.

In another version of this game (and the one that I am more familiar with), one child stands in the middle of the circle, and the button gets passed around the backs of the rest of the group. Those without the button pretend to pass it. When the passing stops, the player in the middle has to guess as to who actually has the button. Number of Players: Any size group. Equipment: A button. Cat’s Cradle: This incredibly portable game can be played anywhere. If you are playing alone, you can make various string shapes on your own hands. With two people, you can play a bit of a game, transferring the shapes back and forth and creating new ones. Learn from someone if you can, but otherwise there are some good books on the subject. Make your own string, or buy a book on how to do it , which often comes with a string! Number of Players: One or two. Equipment: A string, approximately 36 inches long, tied in a circle (length varies, so find one that works for you!). Hand-Clap Games: The first hand-clap game most people have played is Pat-a-Cake with their parents. Songs and patterns get much more complicated from there.

Usually there are two people involved, doing a series of clap patterns on their own and each other’s hands while singing or chanting a rhythmic song. There are many rhymes listed online, but if you can learn from someone else or see it in a video, that is best, so that you can get the notes of the song and the rhythm of the clapping. From “Miss Mary Mack” to “Miss Susie” to “Say, Say, My Playmate,” there are countless hand clap games to learn. Number of Players: Usually two, but creativity can allow for a third or fourth person. Equipment: None. Crack the Whip: Though often played on ice while wearing skates in the winter, this game is much safer, though possibly less fun, when played on grass. All the players hold hands in a line. The person at one end of the line skates or runs around, changing directions quickly. The tail of the “whip” of players tends to get moved around with a lot more force than players closer to the front. The longer the tail, the harder it is to hold on.

If the players at the end fall off the end of the tail, they can attempt to get back on, perhaps in a position closer to the front. Number of Players: A small group. Equipment: None. Musical Chairs: In a circle, arrange chairs facing outward to total one fewer than the number of players. An additional player needs to be in charge of the music. When the music starts, the players walk around the chairs. When the music stops, players sit down in the nearest chair as soon as they can. The one player who does not have a chair is out. One of the chairs is then removed, and the game continues in this manner. The player that sits in the final chair is the winner. This game is traditionally played inside, but it can also be played outside with outdoor furniture and a portable music player. Number of Players: A small group. Equipment: Music player or person making music, chairs. Telephone: This game is one in which most people end up laughing quite a bit, so if you’re in the mood for silliness, give it a go. Players sit in a circle. One person thinks up a sentence or phrase and whispers it to the next person. That person repeats it to the person on their other side.

This continues around the circle. When it finally reaches the last person, that person says the sentence out loud. Hilarity ensues. The ending sentence is usually quite changed from the beginning sentence, since errors tend to compound as they go around the circle. Number of Players: A small group. Equipment: None. Freeze Dance: Choose one person to be in charge of the music. When the music starts, everyone else dances, the crazier the better. When the music stops, the dancers must freeze in their position. Anyone caught moving after that is out. Play continues until there is one person left, the winner. Number of Players: Any number. Equipment: Music player or person making music. [This list originally ran during “Unwired Week” in 2009, but we thought it was perfect to bring up again as spring finally emerges from a too-long winter. Enjoy!] Streetplay.com: The Double Dutch Divas It's a jumprope quartet. These movies require QuickTime. What does a woman in her 40s do on a typical Sunday afternoon in New York City? Jump rope of course, that is, if you are a member of the Double Dutch Divas.

The Double Dutch Divas are perhaps the only professional entertainment-oriented jumprope group. They've appeared on several TV spots and are regularly asked to perform at local events. For about 30 minutes, the Divas put on a great show, wowing the crowds with quick-stepped jumps that are an equal mix of athleticism and showmanship. The group formed around 1980, when some friends began to regularly jump rope on Sundays around 72nd Street in New York City, near the rollerskating ring in Central Park. As Diva Willie Sanford (known as Heart) explains, "Back then, there was a large group of women getting together to jump. We might have 100 on a good day. It was wonderful experience for all of us women who had learned these games as children to get together to continue as adults." Heart said "By the mid '80s, the group had gained a local reputation and then we were featured in an Italian Documentary about different ways to have fun in New York City. The documentary stirred up interest about us in Italy and eight of the members were invited to make an Italian tour.

Since then, we've made quite a number of appearances at different events, but we never really tried to make it our vocation. If it was our job, it wouldn't have been as much fun anymore." Another longtime Diva known as "Lady Di" explains, "it's just so wonderful. Every week we get to have a good time with each other and whoever joins us and then, several times a year, we get to perform for a big event. People love it. And seeing all those smiles on kids and adults makes this truly a blessing." You can get more information about the Divas at their web site, . The Jump Rope Institute, Jump Rope For Life JUMP ROPE ENTERTAINMENT DOUBLE DUTCH Double Dutch is a rope jumping exercise played when two ropes are turned in eggbeater fashion. While the ropes are turned, a third person jumps within. 'Double Dutch' is also translated as 'Strange kind of talking'. In the early days of the 'New USA', as the English, French and Dutch settlers came to the country of unlimited possibilities; the children of the Dutch settlers were jumping their two ropes in front of their houses. During their jumping the children accompanied their jumping games with all kind of songs.

Of course the songs were in Dutch; this couldn't be understood by the French nor by the English children. That's why people called it 'Double Dutch'. 'Dutch' is also translated as 'cheap'. In the early days of the 'New USA' jumping a long rope was practiced among the settler's children. But because of the frequent usage of the long rope it started to decrease / flatten in the middle. As the rope broke down OR just before the rope broke down, the Dutch children folded the rope so they had two ropes without a weak part in between and they started jumping these 'two' ropes. In Scotland this type of Rope Skipping is called "Double French"! For more information visit: CHINESE WHEEL There are a number of preliminary steps which are necessary to successfully jump Chinese Wheel. These are: Two People in One Rope With One Turner- Double Bounce Traveling or Moving Down the Line Two People in One Rope With Both Turning Two People With Two Ropes Sharing Handles SPEED JUMPING The goal here is self-explanatory. Jump as fast as you can in a given amount of time.

The length of time varies from 10 seconds at Bloomer, Wisconsin's regional competition to 3 minutes for USA Jump Rope's "endurance" speed jumping event. Besides varying the amount of time for speed jumping, some of the other ways for varying the event include: Speed jumping in Double Dutch ropes. Relay teams where teams, typically of 4 athletes take turns sequentially and their total score is added up. Doing as many Triple Unders (rope turns three times for each jump) as possible within 60 seconds. POWER JUMPING, DIFFICULTY MODERATE Step1. Stand with your feet together and your arms pressed together in front of your chest. Tighten your abdominals to pull your pelvis forward and straighten the curve in your lower back. Step2. Jump up and move your feet out until they're wider than your hips. Land with your knees bent and put your heels on the floor. At the same time, open your arms until your elbows are even with your shoulders. Keep your upper arms parallel to the floor and your lower arms perpendicular to the floor. Step3. Bend your knees so your body lowers into a squat. Step4.

Rise up, jump and land with your feet together. Take care to land with your knees bent. At the same time, close your arms in front of you, touching your elbows and wrists together. Step5. Repeat the exercise, working in sets and resting in between. As you improve, try doing power jumping jacks for a specific period of time and increase each week. As you continually do this exercise, you will be delighted to know that your body has improved and you can actually do more activities than the usual. FREESTYLE JUMPING In these events the goal is to do a routine in a given amount of time that includes a smooth flow of difficult skills with as few misses as possible. As you might guess, this is a challenging event to score, so judges have to be carefully trained to watch and weigh the different elements that are needed for a good routine. Variations in this event include: Individual Freestyle Jump Rope/Double Dutch | Playworks Jump Rope/Double Dutch Before You Start: At a recess: One rope grants one jumping turn, two ropes (double dutch) grant two jumping turns. For both double dutch and single rope jumping, a standard jump rope is 15 feet long.

Waiting players form a line, or designate and follow a jumping order. Jump rope is the most common and widely played cooperative playground game – all active participants (turners and jumpers) need to be aware and be paying attention for the jumper to do the best job s/he can. Address rope swinging safety, making sure all jumpers know to look out for others before they begin swinging. Set Up: Gather jump ropes of the appropriate size for the group and make sure there is enough room to allow swinging ropes remain safe. How to Play: The turners each hold one end of the rope and face each other; when turning the rope it should be arced and touch the ground at one center point. The jumper stands in front facing one turner with the side of one foot touching the rope at the center point of the rope. After a jumper has completed his/her turn s/he takes the place of a turner, and the turner goes to the end of the line. Make this clear so there is no confusion about the responsibilities. No do-overs are allowed; once a turn has happened, the player needs to show sporting behavior and fair play by taking his/her turn turning the rope.

Variations: Double Dutch Basics | Parents - YouTube Double Dutch Basics | Parents Want to watch this again later? Sign in to add this video to a playlist. Need to report the video? Sign in to report inappropriate content. Rating is available when the video has been rented. This feature is not available right now. Please try again later. Published on Jun 25, 2010 Learn the basics of Double Dutch Jump Rope from Stan's Pepper Steppers! We'll show you how to turn the ropes and how to get started jumping. You'll be jumping in no time! Subscribe to the Parents channel: About Parents: We’re here to help moms and dads raise happy, healthy kids—and have A LOT of fun along the way. Parents features information about child health, safety, behavior, discipline and education. There are also stories on women's health, nutrition, pregnancy, marriage, and beauty. It is aimed primarily at women ages 18–35 with young children. Follow us today to become the best parent you can be! Official Parents Website:

Question: Double Dutch is a variation of what children's game?
Answer: Jump Ropes